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Updated:10-10-09 11:54 PM
Created:05-17-09 02:48 AM
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EventHorizon (Continued by Taroven)  Popular! (More than 5000 hits)
Version: Discontinued
by: Taroven [More]
This release has moved.
Please go here for newer versions.
v1.1.6:
* Core: Fixed timeless spells refreshing to timed breaking bars (Overkill is the only spell that comes to mind here, but should work for everything)
* Rogue: Added Overkill to the display if specced for it.
- v1.1.6a: Minor update. Auras flagged as "refreshable" with an auraunit other than target will no longer glitch on target changes.

v1.1.5: More glyph support.
* Core: Added requiredGlyph = <glyphID> to the spell config. See the Warlock module for reference. Note that if looking for the glyph on WowHead, you need to search for the glyph name and go to the uncategorized spells tab. The actual glyphID is the one with the gear icon, NOT the spell icon.
* Warlock: Warlock module has been updated. Thanks, Warlocomotif.
* Etc: TOC updates across the board. Sorry for being lazy with those, modules should no longer read as out of date.
- v1.1.5a corrects the glyph detection logic. There is a much more efficient way of doing this, which will make it in next release.

v1.1.4:
* Core: Fixed a very old (possibly ancient) bug involving spellcast delays.

v1.1.3: Glyph support!
- This release is somewhere between beta and release quality. I've ironed out as many bugs as I could find, but some may remain. Please let me know if you run into any issues.
* Class modules: A new variable has been added - glyphrefresh = {Stacks, GlyphID, "Trigger Spell"}
* Core: Glyphs are now detected on frame load/reload. Some extra glyph-related events have been added to make sure glyph changes aren't missed. Module hackers: Print EventHorizon.glyphs ingame if you need a list of currently equipped GlyphIDs.
* Core: When casting a spell that uses the glyphrefresh var, and currently using the appropriate glyph, the number of remaining glyph-based refreshes is displayed as a stack count on the spell's icon. This is much more complicated than it sounds and may result in unexpected bugs, but should be safe for all intents and purposes.
* Core: Gnomish fanatics have found their way to the CLEU filtering mechanisms. Let's hope they didn't break too much on their way out.
* Druid: Glyphs of Starfire and Shred have been added to Moonfire and Rip respectively.
* Rogue: Rupture somehow lost its refreshable tag, which has been corrected. Glyph of Backstab has been added to Rupture.

v1.1.2:
* Core: DoT tick recalculation was trying to calculate channeled spells, producing an error.
* Post-release fix: Repackaged the .zip to exclude myconfig.lua. I'll be using a script for that from now on, no more forgetting to remove files. Sorry about that.

v1.1.1:
* Config: Reverted the cooldown layout change for now.
* Priest: Missing stance flags added. Sorry about that, Shadow Priests.
* Mage/Arcane: Updated Arcane Blast for 3.2.2.

v1.1: Look, Feel, and Quirks update of d00m.
Major changes:
* Core: Class coloring has been implemented. Usage and examples are in config.lua.
* Core: Tick indicators may now recalculate based on the last tick to fire. This fixes all known cases of incorrect tick displays. This IS affected by your latency, and will take a tick once a spell is refreshed to update. A 200ms grace period is allowed after a spell ends for the last tick to show. If you have any issues with this, by all means let me know.
* Config: The following indicators/bars will now be class colored by default: 'sent', 'tick', 'debuffmine', 'debuff' (darkened). The background has been made slightly more opaque for visibility. Priests will find that their class color is automatically darkened a little

Minor changes:
* Core: The 'auraunit' class config setting should play nicely with target changes now.
* Core: Cooldown lines have had their placement adjusted slightly due to visibility issues. This change may not be final, expect tweaks over the next few releases.
* Config: Changed config.future from 9 to 12.
* Config: Class locals have been added to config.lua. This is mainly for copypaste over to myconfig.lua to make adjustments per class a little easier to type out.
* Config: The coloring section is now commented much more thoroughly.
* Config: Removed color.default from the color section, as it should never need to be changed anyway.
* Config: config.recalculate has been added, allowing the option to enable/disable the new tick checks. Enabled by default.
* Druid: HoT ticks have been added (copypaste is bad, mkay?).
* Priest: Renew now tracks target, not player (again with the copypaste).
* Etc: Changelog updated and hopefully easier to read.

v1.0 (v0.2 again?): Healer support!
- Major version bump. Postrelease note: This should've been a beta.
- Didn't get to the coloring portion this time around, expect it in the next update. Buffs and casts for healer specs may be a little hard to tell apart for now.
* Core: Heal-over-time spells are now fully supported. Consult the Priest and Druid modules for usage.
* Core: Many changes to the UNIT_AURA code. Hopefully there will be no more cases of bars acting oddly.
* Core: Tidied up CLEU filtering a bit. There may be a performance improvement with this build (one table check versus a LOT of comparitive statements).
* Core: Fixed many issues involving buffs tied to spells with casting times.
* Core: Added an alias for the spell config flag 'cleu'. You may now use 'event' instead. Consult the Priest module for usage. Warning: Only use the flag when you can't get ticks to show in the past section of the bar in any other way. Doing otherwise will provoke a nil error which I haven't been able to track down.
* Priest: Holy and Disc are now fully supported. Lesser Heal tracks Serendipity, Greater Heal tracks Inspiration (self-casted only for the moment), Penance tracks Grace. Can't track PW:S alongside Weakened Soul quite yet. Bars will show when not in shadowform.
* Druid: Resto is now fully supported. Nourish also tracks Nature's Grace, for the curious. Requires Swiftmend talented to see the bars.

v1.0 (v0.12) Beta 5:
* Core: Buffs may now use the 'dot' flag to signify a heal-over-time spell. SPELL_PERIODIC_HEAL is automatically tracked. Heal-over-time spells will now be able to track ticks with no additional config required. Refer to the Hunter module for an example.
* Hunter: Added Mend Pet with a working tick display. Should be fully accurate.

v1.0 (v0.12) Beta 4:
* Core: Drycode fix, can't use SetFrameLevel on the nowIndicator. Addon is usable again, sorry about that.

v1.0 (v0.12) Beta 3:
* Core: Talents are now updated when using /ehz to unhide the addon.
* Etc: Added class modules to the beta release. The original EH files are no longer required.
* Warrior: Added EventHorizon_Warrior to the release.
* Deathknight: Added Tyno's excellent EventHorizon_Deathknight to the release, with some minor changes.

v1.0 (v0.12) Beta 2:
* Config: Color settings are now included in config.lua. The provided defaults are not final. (Taroven)
* Core: Handle is now clamped to the screen, preventing loss of the frame outside of the screen edges. (Tifi)

v1.0 (v0.12) Beta 1:
* Class modules: Added NewSpell config "auraunit = 'unitID'" to playerbuff settings. (Taroven)
* Core: Moved "interesting event" application to a new function. Users will see no difference, module developers may find some use. Documentation will come when modules have finer access to EventHorizon's bars. (Taroven)
* Bar config: Buffs are now correctly colored. (Taroven)

v0.11:
* Class modules: The file myconfig.lua is now loaded if present, e.g. EventHorizon_Druid/myconfig.lua
* Shaman: Added spells Lava Lash, Stormstrike, and Earth Shock when specced Enhancement.
* Bugfix: Disabling the GCD indicator with config.gcdStyle=nil won't cause any more errors.

v0.10b:
* Druid: Cleaned up comments. Added simple Eclipse tracking (duration and cooldown, no proc info). Rip set to refreshable to fix tick timing with Glyph of Shred.
* Hunter: Arcane Shot not tracked when Explosive Shot is talented. Moved Steady Shot to above Kill Shot. Cleaned up some oddities with the comments.
* Rogue: Moved ShS nearer to the bottom.
* Warlock: Added Glyph of Life Tap for all specs. Added Drain Soul when specced Death's Embrace.

v0.10a:
* Mage: Added Winter's Chill tracking to the Frostbolt bar. Also added Blizzard, but it's commented out by default.
* Paladin: Added Protection spells, required talent Hammer of the Righteous.
* Paladin: Changed required talent for shared Prot/Ret spells to Divine Strength.
* Paladin: Reordered all spells to reflect current prioritization.
* Warlock: Show Immolate only if Unstable Affliction isn't talented.

v0.10:
* Warlock fixed: The spell ID of Conflagrate changed.
* Hunter: Added Black Arrow.
* Removed stuff for 3.09.

v0.9c
* Fixed: Using the slash command will now completely disable the addon. The state is saved in the SavedVar.
* Fixed: Indicators are now hidden when their bar is hidden.

v0.9b
* Fixed: Ticks from channeled spells were not properly unregistered. This could sometimes lead to disappearing ticks in other spells bars.

v0.9a
* Fixed: Overlapping segments won't flicker anymore.
* Added config.auraunit field for spell configs to specify a non-default unit (e.g. 'player' for debuffs).
* Paladin: Set Divine Storm as required talent for all spells to make the module Retribution-only.
* Mage: Added Arcane and (some) Frost spells. Added talent requirements for Fire spells. Added Fireball.
* Getting ready for 3.1: Druids' Berserk and Paladins' Divine Storm talent index changes, Warlocks' Siphon Life gets removed. These also should work now on the PTR.

v0.9
* The spell bars that depend on talents are now created/shown/hidden when the talents change. Reloading the UI is no longer necessary. Should be working in both 3.0 and 3.1.
* Added Paladin module from Psychosomatic. Retribution only, still needs talent dependencies.
* Priest: Added talent dependencies.

v0.8
* Bar segments are optionally textured now instead of using a solid color.
* Added slash commands /eventhorizon and /ehz to toggle the visibility of the main frame.
* Added the ability to track debuffs which are unique per mob. The debuff bars get a slightly different color when they were not applied by you.
* Druid: The Mangle bars now track Mangle and Trauma debuffs. Added cooldown for Mangle - Bear. Added DoT ticks for Insect Swarm and Moonfire.
* Mage: The Scorch bar now tracks both Imp Scorch and Winter's Chill.
* Tweaked the default texture a bit.

v0.7b
* Removed some settings in the class files that were overwriting settings in the master config.

v0.7a
* Warlock: Show Incinerate if Emberstorm is talented, otherwise show Shadow Bolt. Removed Molten Core bar and Backdraft tracking from the default config, as they have no influence on the rotation.
* Bugfix: The default anchoring of the handle wasn't working.

v0.7
* Added config.spacing = <number> to set the space between two bars.
* Added config.iconborder = <boolean> option to toggle the default Blizzard icon border.
* Added config.scale = <number> option to scale the main frame.
* Added GCD indicator:
config.gcdStyle = 'line' displays the end of the GCD as a thin line.
config.gcdStyle = 'bar' displays the GCD as a bar from now to the end.
config.gcdStyle = nil disables the GCD indicator.
config.gcdColor = {r,g,b,a} sets the color.
* The handle and the background frame are now parented to the main frame. If you use Goose to show/hide EventHorizon, you only need to specify conditions for EventHorizonFrame.

v0.6a
* Added minstacks=<number> syntax. The Imp. Scorch debuff bar is shown only when five stacks are applied.
* Fixed Rogue Hunger for Blood talent index.
* Major bug fixed: In some cases the main frame was created multiple times.

v0.5
* Added modules for Druids, Hunters, [FFB-]Mages, Rogues and Warlocks.
* Most of the settings were moved to the config.lua files. When you want to change something, look there first.
* Spell frames can now be shown/hidden depending on stance. Look at the Druid config for an example.
* Spell frames can now be created depending on talents. When changing the spec, you may need to reload the interface. Again, look at the Druid config.
* Added an (optional) backdrop frame. Enabled by default.

v0.4
* Bugfix: When the target dies, predicted ticks are now removed.
* Bugfix: Textures of 1 pixel width should now be visible even when the UI scale is low.

v0.3
* Minor bug fix.

v0.2
* Predicted DoT/MF ticks lying in the past are now replaced by actual ticks taken from the combat log.
* If SWP is refreshed after the last tick occured, it's treated like it was recast.

v0.1a
* Forgot to add the background texture. -.-

v0.1
* Initial beta release.
Archived Files (15)
File Name
Version
Size
Author
Date
1.1.6
32kB
Taroven
10-09-09 07:04 PM
1.1.5a
32kB
Taroven
10-05-09 11:40 AM
1.1.5
32kB
Taroven
10-05-09 04:22 AM
1.1.4
32kB
Taroven
10-04-09 12:12 AM
1.1.3
32kB
Taroven
10-02-09 06:35 AM
1.1.2 (.zip fix
31kB
Taroven
09-27-09 11:53 PM
1.1.2
32kB
Taroven
09-25-09 03:50 AM
1.1.1
31kB
Taroven
09-23-09 03:24 PM
1.1
31kB
Taroven
09-22-09 01:29 PM
0.2 (Stable)
29kB
Taroven
09-18-09 06:31 AM
0.12 Beta 5
28kB
Taroven
09-18-09 12:10 AM
0.12 Beta 5
28kB
Taroven
09-16-09 01:06 AM
0.12 Beta 3
27kB
Taroven
09-15-09 06:54 PM
0.11b2
16kB
Taroven
05-31-09 01:31 AM
0.11b1
16kB
Taroven
05-17-09 02:48 AM


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Old 10-12-09, 04:09 AM  
Taroven
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All the bugs should be ironed out now. I'm running v1.2 through some extra testing right now before releasing it.

Update: Just a little cleanup and it's ready. Release coming shortly, I'll post a link and lock comments here once it's up. Sorry to switch everyone's bookmarks again, but I really do want my optional files page back and this really isn't a patch anymore.

Update #2: Version 1.2 may be found here. I'll wait a while before locking comments on this thread.
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Old 10-11-09, 05:56 AM  
Taroven
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Well, v1.2 WAS ready for release, until testing with a friend's Paladin produced some extremely strange and very bad results with certain auras. Basically, secondary bar auras are getting screwed up somewhere in the mix. This likely stems from making too many changes at once, and requires me to redo the changes from scratch, one at a time, to figure out what's going on.

The worst part of it is there are no Lua errors involved, meaning the errors are in the addon's logic rather than actual code snafus. This makes my job a lot harder than normal - I can fix any error as long as I have a line number, but I'm doomed to hours of debug messages before I can find a logic fault.

I'll work on it more tomorrow, but the bright side is that the legwork has already been done. The class modules are done for the release, which is 3 hours of work that I don't have to do again.

For reference, here's the changelog. Remember, THIS HAS NOT BEEN RELEASED. This is simply the finalized changes for v1.2. Class module updates are in and working perfectly, some of the core stuff is currently broken and in queue for fixes. Bolded text means possible issues with the involved code, giving our friendly readers an idea of exactly what's going on.

v1.2: The long-promised Special-Cases update!
* Core: Added "textureID" to spell config, allowing a user-specified texture to be used as a filter for any aura. See the Druid config for usage. (Could be causing errors in aura processing, but not likely. Will test.)
* Core: Buffs/debuffs with casting time have had their logic altered. The small recast line (Vampiric Touch, Immolate, etc) is now only displayed if the aura being tracked is the same as the spell being cast. This fixes undesired behavior with many spells, while leaving the spells it was intended for intact. (NOTE: This is a likely cause of this release's delay, and requires redoing the affected code from scratch to fix)
* Core: Auras using the "playerbuff" spell flag now accept tables as valid entries. This allows multiple buffs to be tracked on the same bar, same as debuffs. More complicated than it sounds, trust me. (not a likely culprit, but on the other hand I didn't thoroughly test.)
* Core: All auras may now use the "unique" flag, rather than just debuffs. Again, more complicated than it sounds.
* Shaman: Updated module, Resto spec now included. Tracked in order: Earthliving Weapon, Riptide, Lesser Healing Wave (includes Ancestral Healing/Inspiration), Healing Wave, Chain Heal (includes Tidal Waves), Earth Shield.
* Paladin: Updated module, Holy spec now included. Tracked in order: Beacon of Light (on Focus), Sacred Shield (on target), Holy Shock, Holy Light (including Light's Grace), Flash of Light (including Sacred Shield HoT effect).
* Rogue: All ranks of Deadly Poison are now tracked. Leveling Rogues no longer have a bar that does absolutely nothing.
* Priest: Updated module, spell flags should all be correct now. Inspiration tracking now includes unique buff tracking for Ancestral Healing and other priests' Inspiration.
* Druid: The Eclipse bar as you knew it has been removed in favor of DIRECT ECLIPSE TRACKING on Starfire and Wrath. BOOMKINS REJOICE!
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Old 10-11-09, 01:58 AM  
Taroven
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Originally posted by Vessyr
You are awesome. Things came up so I was busy today and will be tomorrow. I wasn't going to have time to sit down and look at it. I downloaded the latest version and did another 5min test. This temporary fix will work just fine until we are able to get out the version with multiple window support.

Thank you again for your quick responses and fix.
Good to hear.

In related news, I got into a bit of a coding spree tonight. v1.2 may be coming within the next two hours.
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Old 10-11-09, 01:11 AM  
Vessyr
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Originally posted by Taroven
Edit/rewrite: Just found the cause for that. A fix release is on its way.
You are awesome. Things came up so I was busy today and will be tomorrow. I wasn't going to have time to sit down and look at it. I downloaded the latest version and did another 5min test. This temporary fix will work just fine until we are able to get out the version with multiple window support.

Thank you again for your quick responses and fix.
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Old 10-10-09, 11:32 PM  
Taroven
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Originally posted by Vessyr
I was fooling around on my own and tried that. VT on the focus seems to be fine, but SWP acts funny. Somehow when I switch back and forth on the test dummies the grey bar for SWP stops functioning but it still shows the white ticks for when SWP deals the dmg. I will have to play around with it more. I was originally looking at like 3am.

Thank you for the quick response, though. I look forward to seeing the next release with more support for what I am looking at.
Edit/rewrite: Just found the cause for that. A fix release is on its way.
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Old 10-10-09, 03:08 PM  
Vessyr
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Originally posted by Taroven
Extremely, at present. I'll leave it about at that.

Support for multiple EH windows should be coming somewhat soon, however, which would make that request completely possible and maybe even easy to do.
I was fooling around on my own and tried that. VT on the focus seems to be fine, but SWP acts funny. Somehow when I switch back and forth on the test dummies the grey bar for SWP stops functioning but it still shows the white ticks for when SWP deals the dmg. I will have to play around with it more. I was originally looking at like 3am.

Thank you for the quick response, though. I look forward to seeing the next release with more support for what I am looking at.
Last edited by Vessyr : 10-10-09 at 03:09 PM.
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Old 10-10-09, 05:44 AM  
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Flame Shock as got a cooldown, hence the grey bar. The blue bar is the actual DoT duration. What you're seeing is normal.
Originally posted by Vilkku


1) The first tick of the DoT is coloured grey, while the rest is blue.
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Old 10-10-09, 05:36 AM  
Wimpface
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Originally posted by Taroven
After that, a round of rewrites and a simple in-game config for textures and bar sizes.
Don't reveal too much now! It's still a pretty long way to go.

EDIT: There is actually a config window, but no options so far! There's a few things that needs to be done before we get started on the actual options.
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Old 10-10-09, 02:32 AM  
Taroven
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Originally posted by Vessyr
How hard would it be to add a second frame that monitors your focus target?
Extremely, at present. I'll leave it about at that.

Support for multiple EH windows should be coming somewhat soon, however, which would make that request completely possible and maybe even easy to do.

Try this, though, as a temporary option. Place this code above the "return true" at the bottom of EventHorizon_Priest/config.lua:
Code:
	-- Shadow Word: Pain / Focus
	self:NewSpell({
		spellID = 10893,
		debuff = true,
		dot = 3,
		refreshable = true,
		requiredTalent = {3,19},
		auraunit = "focus",
	})

	-- Vampiric Touch / Focus
	self:NewSpell({
		spellID = 48159,
		cast = true,
		debuff = true,
		dot = 3,
		stance = 1,
		requiredTalent = {3,24},
		auraunit = "focus",
	})
Save the file, reload WoW's UI if the game is running (/reloadui OR /console ReloadUI() ), and test it out.

I give NO GUARANTEE for these working properly, but they might.

If they do, you owe me cookies.
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Old 10-10-09, 01:59 AM  
Taroven
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Originally posted by Tyx
Woot Thank you very very much. Look forward to the next release
No prob.

Hopefully it'll be pretty soon. Balance Druids are next up on the special-cases list, which should wrap up everything planned for v1.2.

After that, a round of rewrites and a simple in-game config for textures and bar sizes. We'll see support for long cooldowns and non-spell bars (BigWigs timers, etc) on separate EH windows in fairly short order.
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Old 10-10-09, 01:42 AM  
Vessyr
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I am still young and just starting my venture into programming so hopefully I don't sound too ignorant.

How hard would it be to add a second frame that monitors your focus target? So for instance with my shadow priest all I would need to monitor is Shadow Word: Pain and Vampiric Touch. Nothing else could be cast on multiple targets. I assume the same would be handy for affliction locks.

To show or hide the frame could be /ehzfocus or /ehz2

Does this sound doable? As I said... my knowledge is in the first classes of how to do things so I know extremely little as of now. Let me know your thoughts.
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Old 10-09-09, 10:10 PM  
Tyx
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Woot Thank you very very much. Look forward to the next release
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Old 10-09-09, 03:52 PM  
Taroven
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No worries.

I'm debugging it now. First thing first, spellID to track seems to be 58427. It took a few dozen unstealths to figure that part of it out, but does explain why it stopped working completely.

It still only works once on mine, and only when I reloadui when stealthed, which leads me to believe that the timeless portion of it is seriously screwing things up. I'll get back to you when I figure it out.

Update: Got it fixed with some extra logic for timeless spells. Overkill now works perfectly, and as a bonus is now included in the release.
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Old 10-09-09, 01:27 PM  
Tyx
A Kobold Labourer

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Sorry it took me so long to reply >.>

Code:
local config = EventHorizon.config

function EventHorizon:InitializeClass()
	self.config.gcdSpellID = 1752
	-- Cripple+Waylay
	self:NewSpell({
		spellID = 3408,
		debuff = {3408,58181,51693}, -- Infected Wounds for 2v2
		unique = true,
		refreshable = true,
		requiredTalent = {3,23},
	})
	-- Hunger for Blood
	self:NewSpell({
		spellID = 51662,
		playerbuff = true,
		requiredTalent = {1,27},
	})
	-- Slice and Dice
	self:NewSpell({
		spellID = 5171,
		playerbuff = true,
	})
	-- Rupture
	self:NewSpell({
		spellID = 1943,
		debuff = true,
		refreshable = true,
		dot = 2,
		glyphrefresh = {3,56800,"Backstab"},
	})
	-- Ghostly Strike (pvp)
	self:NewSpell({
		spellID = 14278,
		playerbuff = true,
		cooldown = true,
		requiredTalent = {3,8},
	})
	-- Deadly Poison IX TODO check tooltip
	self:NewSpell({
		spellID = 57970,
		debuff = true,
		dot = 3,
		refreshable = true,
		requiredTalent = {3,25,0},
	})
	-- Envenom
	self:NewSpell({
		spellID = 57993,
		playerbuff = true,
		requiredTalent = {1,27},
	})
	-- Overkill
	self:NewSpell({
		spellID = 58426,
		playerbuff = true,
		requiredTalent = {1,19},
	})
	-- Tricks of the Trade
	self:NewSpell({
		spellID = 57934,
		playerbuff = true,
		cooldown = true,
	})
	-- Shadowstep
	self:NewSpell({
		spellID = 44373,
		playerbuff = 36563,	-- Watch 10sec ShS buff, not the 3sec speed boost.
		cooldown = true,
		requiredTalent = {3,25},
	})
	-- Cheat Death
	self:NewSpell({
		spellID = 45182,
		playerbuff = true,
		internalcooldown = 60,
		requiredTalent = {3,21},
	})
	-- Wound
	--[[ Expose Armor
	self:NewSpell({
		spellID = 8647,
		debuff = true,
		unique = true,
	})
	--]]
	return true
end
Code:
http://img44.imageshack.us/img44/3415/wowscrnshot101009051739.jpg
There's a screenshot of it now (and obviously not working). Is that helpful in any way? I doubt it is

I behaves strangely. When I use that code, sometimes it will work but only once. I'd have to reloadui for it to work again. But sometimes it doesnt. I have no idea why >.>

PS; Don't make fun of my ui kk thx bai
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Old 10-08-09, 08:54 PM  
Taroven
A Cyclonian
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Forum posts: 49
File comments: 837
Uploads: 14
Originally posted by TristanPEJ
love that this isn't dead. Would love to be able to add magma totem and Thunderstorm onto the Elemental module.

Great work on picking it up.
Thanks.

A better idea for Thunderstorm until the long-cooldowns module is set up would be to set up a cooldown monitor alongside EH and blacklist the spells EH already shows. For totems in general, a totem addon will do a much better job.

If you wish to add Thunderstorm to the display on your own, open up EventHorizon_Shaman/config.lua and add a new entry for it. The spellID is easy to find via Wowhead (just search for Thunderstorm, it's the number at the end of the spell's URL), and all you'd really need for flags is cooldown = true.

The format of the class files is pretty simple. If you're having trouble making sense of it, try installing Notepad++ (assuming you're on Windows) and using that for editing purposes. The difference is like night and day.
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